Difference between revisions of "Medium Scout"

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==Additional Information==
 
==Additional Information==
This ship isn't a big threat in the air. [[Avalanche]] missiles will put it down, usually. On the ground, however, it can a tricky customer. Your soldiers can only enter through a single door which is usually guarded by the surviving occupants, who are in no mood for pleasantries. The mutual surprise rule means that the first soldier will usually make it through the door, but his very next action will trigger reaction fire - at point-blank range.
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This ship isn't a big threat in the air. All craft weapons except the [[Cannon]] outrange its weaponry, and it's not very fast or resilient (indeed, powerful weapons such as the Avalanche or Plasma Beam will sometimes destroy it outright). On the ground, however, it can be a tricky customer. Your soldiers can only enter through a single door, which is usually guarded by the surviving occupants. The mutual surprise rule means that the first soldier will ''usually'' make it through the door without being killed, but his very next action will trigger point-blank reaction fire from as many as 5 aliens.
  
Ship carries ONE [[UFO Power Source|power source]], and two [[UFO Navigation|Navigations]].
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This ship carries one [[UFO Power Source|Power Source]], and two [[UFO Navigation|Navigations]].
  
 
This is a one-level ship, octagon-shaped, with no interior walls and the power source in the center of the craft.  
 
This is a one-level ship, octagon-shaped, with no interior walls and the power source in the center of the craft.  

Revision as of 04:09, 28 March 2015

General Information

A medium sized scout vessel that poses little threat to earth forces. Normally appears before larger vessels during missions.

This ship appears in UFO: Enemy Unknown. For the Terror from the Deep equivalent, refer to the Escort.

Statistics

Statistic Value
SizeSmall
Max Speed(km)2,400
Weapon Power20
Weapon Range(km)15
Weapon Range(range units)120
Damage Capacity200
UFO Downed points75
UFO Destroyed points150


Additional Information

This ship isn't a big threat in the air. All craft weapons except the Cannon outrange its weaponry, and it's not very fast or resilient (indeed, powerful weapons such as the Avalanche or Plasma Beam will sometimes destroy it outright). On the ground, however, it can be a tricky customer. Your soldiers can only enter through a single door, which is usually guarded by the surviving occupants. The mutual surprise rule means that the first soldier will usually make it through the door without being killed, but his very next action will trigger point-blank reaction fire from as many as 5 aliens.

This ship carries one Power Source, and two Navigations.

This is a one-level ship, octagon-shaped, with no interior walls and the power source in the center of the craft.

Several aliens will be inside the ship and a few outside during missions. Sometimes the aliens can hide behind the power source so be sure to check the corners after breaching the doors!

If you're unlucky, and the power source was destroyed during the crash, there'll be a nice big hole in the ship during recovery. The location of the hole varies. Feel free to toss big explosives into the hole as there will be no elerium to recover anyway. This might, however, destroy the equipment that was carried by those aliens killed in the crash.

Notes

  • If there's no other way to enter aside from the hatch, your best bet may be to set up a firing line outside-- the sort used in Reaction Training-- and wait them out. The aliens will usually start coming out soon after turn 20. Anyone trying to charge through that hatch will probably run into at least 2, usually more, aliens on the inside waiting to shoot anyone who comes through.
  • If they REFUSE to come out from an intact UFO, and you have to send in a suicidal sacrificial rookie, arm him with a AC-IN, and Auto-Fire everything inside. If you're lucky, he will kill all aliens inside while leaving the items intact. (If you're really cheap, you can exploit the north, west and diagonal walls and roast them in the shell.)

Recoverable Components

Item Sell Price Quantity Value
UFO Power Source$250,0001$250,000
UFO Navigation$80,0002$160,000
Alien Food$5,0000$0
Alien Surgery$38,0000$0
Alien Entertainment$20,0000$0
Examination Room$9,0000$0
Alien Alloys$6,50011$71,500
Elerium-115$5,00050$250,000
Totals$731,500


Also see UFO Recovery Values.

Alien Deployment

Sectoids/Floaters
Rank Beg./Exp. Vet./Gen. Super.
Soldiers2-43-54-6
Navigators1-21-2*2-3
Medics000
Engineers000
Leaders000
Commanders000
Terrorists000
Totals3-64-76-9
Snakemen
Rank Beg./Exp. Vet./Gen. Super.
Soldiers2-43-54-6
Navigators1-21-2*2-3
Medics---
Engineers000
Leaders000
Commanders000
Terrorists000
Totals3-64-76-9
Mutons
Rank Beg./Exp. Vet./Gen. Super.
Soldiers2-43-54-6
Navigators1-21-2*2-3
Medics---
Engineers000
Leaders---
Commanders---
Terrorists000
Totals3-64-76-9
Ethereals
Rank Beg./Exp. Vet./Gen. Super.
Soldiers2-43-54-6
Navigators---
Medics---
Engineers---
Leaders1-21-2*2-3
Commanders000
Terrorists000
Totals3-64-76-9

* Needs testing to determine actual number.

Floor Plan

MediumScout.gif

Terrain Maps

See Also

UFO Badge X-COM: Enemy Unknown/UFO Defense
UFOs:Small ScoutMedium ScoutLarge ScoutAbductorHarvesterTerror ShipBattleshipSupply Ship
UFO Components:UFO Power SourceElerium-115UFO NavigationAlien Alloys
UFO Facilities:Alien FoodAlien ReproductionAlien EntertainmentAlien SurgeryExamination RoomAlien HabitatUFO Construction